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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL varying packing restrictions Conformance Test</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
<script src="../../resources/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshaderArrayTest" type="x-shader/x-vertex">
attribute vec4 a_position;
varying $(type) v_varying[$(numTestType)];
void main()
{
    gl_Position = a_position;
    $(vcode)
}
</script>
<script id="fshaderArrayTest" type="x-shader/x-fragment">
    precision mediump float;
    varying $(type) v_varying[$(numTestType)];
    void main()
    {
        gl_FragColor = $(fcode);
    }
</script>
<script id="vshaderVaryingTest" type="x-shader/x-fragment">
attribute vec4 a_position;
$(varyings)
    void main()
    {
        gl_Position = a_position;
        $(vcode)
    }
</script>
<script id="fshaderVaryingTest" type="x-shader/x-fragment">
    precision mediump float;
$(varyings)
    void main()
    {
        gl_FragColor = $(fcode);
    }
</script>
<script>
"use strict";
description();
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");

var varyingTypes = [
  { type: "float",       componentsPerRow: 1, rows: 1, vcode: "v_varying$(id)$(index) = 1.0;",              fcode: "vec4(v_varying$(id)$(index), 0, 0, 0)", },
  { type: "vec2",        componentsPerRow: 2, rows: 1, vcode: "v_varying$(id)$(index) = vec2(0, 0);",       fcode: "vec4(v_varying$(id)$(index), 0, 0)", },
  { type: "vec3",        componentsPerRow: 3, rows: 1, vcode: "v_varying$(id)$(index) = vec3(0, 0, 0);",    fcode: "vec4(v_varying$(id)$(index), 0)", },
  { type: "vec4",        componentsPerRow: 4, rows: 1, vcode: "v_varying$(id)$(index) = vec4(0, 0, 0, 0);", fcode: "vec4(v_varying$(id)$(index))", },
// Yes, the spec says mat2 takes 4 columns, 2 rows.
  { type: "mat2",        componentsPerRow: 4, rows: 2, vcode: "v_varying$(id)$(index) = mat2(1.0);", fcode: "vec4(v_varying$(id)$(index)[0], 0, 0)", },
  { type: "mat3",        componentsPerRow: 3, rows: 3, vcode: "v_varying$(id)$(index) = mat3(1.0);", fcode: "vec4(v_varying$(id)$(index)[0], 0)", },
  { type: "mat4",        componentsPerRow: 4, rows: 4, vcode: "v_varying$(id)$(index) = mat4(1.0);", fcode: "vec4(v_varying$(id)$(index)[0])", },
];

var vArrayTestSource = wtu.getScript("vshaderArrayTest");
var fArrayTestSource = wtu.getScript("fshaderArrayTest");
var vVaryingTestSource = wtu.getScript("vshaderVaryingTest");
var fVaryingTestSource = wtu.getScript("fshaderVaryingTest");

var minVaryingVectors = 8;
var maxVaryingVectors = gl.getParameter(gl.MAX_VARYING_VECTORS);
var tests = [];

for (var ii = 0; ii < varyingTypes.length; ++ii) {
  var info = varyingTypes[ii];
  wtu.log("checking: " + info.type);
  // Compute the maximum amount of this type allowed in a single array.
  var numVars = Math.floor(maxVaryingVectors / info.rows);
  // Compute the minimum required to work in a single array.
  var minVars = Math.floor(minVaryingVectors / info.rows);
  // Compute the maximum allowed as single elements
  var numPerRow = Math.floor(4 / info.componentsPerRow);
  var numMax = Math.floor(maxVaryingVectors * numPerRow / info.rows);

  // Test array[1] of the type
  var vcode = wtu.replaceParams(info.vcode, {id: "", index: "[0]"});
  var fcode = wtu.replaceParams(info.fcode, {id: "", index: "[0]"});
  tests.push({
    vShaderSource: wtu.replaceParams(vArrayTestSource, {numTestType: 1, vcode: vcode}, info),
    vShaderSuccess: true,
    fShaderSource: wtu.replaceParams(fArrayTestSource, {numTestType: 1, fcode: fcode}, info),
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "shaders with varying array of " + info.type + " with 1 element should succeed",
  });

  // Test required number of varyings
  var vcode = wtu.replaceParams(info.vcode, {id: "", index: "[" + (minVars - 1) + "]"});
  var fcode = wtu.replaceParams(info.fcode, {id: "", index: "[" + (minVars - 1) + "]"});
  tests.push({
    vShaderSource: wtu.replaceParams(vArrayTestSource, {numTestType: minVars, vcode: vcode}, info),
    vShaderSuccess: true,
    fShaderSource: wtu.replaceParams(fArrayTestSource, {numTestType: minVars, fcode: fcode}, info),
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "shaders with varying array of " + info.type + " with " + minVars + " elements (the minimum required) should succeed",
  });

  // Test array[max + 1] accessing last element. WebGL requires this to fail.
  var vcode = wtu.replaceParams(info.vcode, {id: "", index: "[" + numVars + "]"});
  var fcode = wtu.replaceParams(info.fcode, {id: "", index: "[" + numVars + "]"});
  tests.push({
    vShaderSource: wtu.replaceParams(vArrayTestSource, {numTestType: numVars + 1, vcode: vcode}, info),
    vShaderSuccess: false,
    fShaderSource: wtu.replaceParams(fArrayTestSource, {numTestType: numVars + 1, fcode: fcode}, info),
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "shaders with varying array of " + info.type + " with " + (numVars + 1) + " elements (one past maximum) accessing last element should fail",
  });

  // Test array[max + 1] accessing first element. WebGL requires this to fail but ES allows truncating array.
  var vcode = wtu.replaceParams(info.vcode, {id: "", index: "[0]"});
  var fcode = wtu.replaceParams(info.fcode, {id: "", index: "[0]"});
  tests.push({
    vShaderSource: wtu.replaceParams(vArrayTestSource, {numTestType: numVars + 1, vcode: vcode}, info),
    vShaderSuccess: false,
    fShaderSource: wtu.replaceParams(fArrayTestSource, {numTestType: numVars + 1, fcode: fcode}, info),
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "shaders with varying array of " + info.type + " with " + (numVars + 1) + " elements (one past maximum) accessing first element should fail",
  });

  // Note: We can't test max varyings as actual GL drivers are only required to be able to
  // do the minimum number. After that it can fail for any reason, for example running out of
  // instruction space.

  var generateCode = function(numVars) {
    var varyings = [];
    var vcodes = [];
    var fcodes = [];
    for (var uu = 0; uu < numVars; ++uu) {
      varyings.push("    varying " + info.type + " v_varying" + uu + ";");
      vcodes.push(wtu.replaceParams(info.vcode, {id: uu, index: ""}));
      fcodes.push(wtu.replaceParams(info.fcode, {id: uu, index: ""}));
    }
    return {
      varyings: varyings.join("\n"),
      vcode: vcodes.join("\n            "),
      fcode: fcodes.join(" + \n            "),
    };
  };

  // Test max+1 varyings of type.
  tests.push({
    vShaderSource: wtu.replaceParams(vVaryingTestSource, generateCode(numMax + 1), info),
    vShaderSuccess: false,
    fShaderSource: wtu.replaceParams(fVaryingTestSource, generateCode(numMax + 1), info),
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "shaders with " + (numMax + 1) + " varyings of " + info.type + " (one past maximum) should fail",
  });

  // Test required varyings of type.
  tests.push({
    vShaderSource: wtu.replaceParams(vVaryingTestSource, generateCode(minVars), info),
    vShaderSuccess: true,
    fShaderSource: wtu.replaceParams(fVaryingTestSource, generateCode(minVars), info),
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "shaders with " + minVars + " varyings of " + info.type + " (the minimum required) should succeed",
  });
}

GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>

